MyRepublic release findings of their gaming related survey based on their subscribers. The survey results provides an interesting look into the habits and preferences of gamers in Singapore. These insights reinforce the rising significance of gaming as a serious business, and how gamers are an important demographic brands cannot afford to ignore.
Here are some of the key findings:
Gaming more, spending more
Close to half of all respondents (48%) say they are gaming more because of the pandemic. 41% spend more than 15 hours a week playing video games, with PC being the top gaming platform of choice (60%), followed by Sony PlayStation (21%) and mobile phones (16%).
Consumers are also willing to spend more on games. Over 90% of the respondents spend on games every month, with 30% spending at least $100 on console, mobile, or PC games. This willingness to spend extends beyond buying and playing games alone. 32% of consumers even spent money to support their favourite gaming content creators on platforms like YouTube and Twitch.
Broadband connectivity continues to be a priority
Fast and reliable broadband is also cited as an integral component of their gaming experience. 62% of respondents are willing to pay more for broadband which gives them a competitive edge in gaming.
When it comes to MyRepublic broadband, majority of their subscribers (89%) reported high satisfaction with MyRepublic’s broadband performance, and 69% of MyRepublic subscribers felt that they
experienced lesser lag compared to non-MyRepublic subscribers.
Gaming as a social activity and stress-reliever
A big portion of consumers regard gaming as a way to destress (91%), making it the top reason why they game. Apart from relieving stress, 62% stated that it keeps their minds active and engaged. Other benefits include getting the chance to spend time with their friends and family (16%) and being able to make new friends (8%).
Other key reasons for wanting to game include being interested in the gameplay, graphics and/or storyline of the game (72%) and the opportunity for social interaction (52%).
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